Has anyone made a hack of Dungeon World that gets rid of redundant randomness (rolling both for miss, hit, better…

Has anyone made a hack of Dungeon World that gets rid of redundant randomness (rolling both for miss, hit, better…

Has anyone made a hack of Dungeon World that gets rid of redundant randomness (rolling both for miss, hit, better hit AND effect/damage)?

26 thoughts on “Has anyone made a hack of Dungeon World that gets rid of redundant randomness (rolling both for miss, hit, better…”

  1. Honestly, I’d love to see damage go more narrative and less HP in DW. I’d love to see us throw HP out, and the stakes of fights be more negotiated stuff. If you want to cut the ogres head off, he’s likely to make paste with you if you miss. But if you want to just set up the Ogre, he’s likely to only put you off balance if you miss. Then the fictional positioning of your set-up move lets the rogue go for a backstab where they can put killing the ogre on the table, but their stakes aren’t as high.

  2. Honestly, I’d love to see damage go more narrative and less HP in DW. I’d love to see us throw HP out, and the stakes of fights be more negotiated stuff. If you want to cut the ogres head off, he’s likely to make paste with you if you miss. But if you want to just set up the Ogre, he’s likely to only put you off balance if you miss. Then the fictional positioning of your set-up move lets the rogue go for a backstab where they can put killing the ogre on the table, but their stakes aren’t as high.

  3. Sidney Icarus It’s one I’ve never played. The book is taunting me from my shelf… Should I persuade the kids to play a few sessions?

  4. Sidney Icarus It’s one I’ve never played. The book is taunting me from my shelf… Should I persuade the kids to play a few sessions?

  5. Home brew. As GM I’ve started just assigning damage based loosely on the creature’s damage die plus/minus narrative interpretation (and narrative coolness). Usually in 2 point increments. For example, a creature does d8 points of damage normally. First I’ll use the 8 as default damage. If the creature has the drop on the player or the player is in a precarious spot, on a hack slash 7-9 the creature will deal that full 8 points (minus armor). But lets say the player is dropping down on the orc from above, and rolls hack slash 7-9, I’d probably have the orc deal 6 points. Just go with what feels right in the moment. (I will probably start dropping that default damage by 2, so a creature marked as doing d10 does 8 points default damage, and in a bad narrative spot, bump it up to 10 or a good narrative spot, down to 6)

    I don’t even play close attention to creature HP. I just keep in mind about how many hits does it take. 2-4 on average. Rolling 13+ is basically an insta kill on most creatures that aren’t big bads.

  6. Home brew. As GM I’ve started just assigning damage based loosely on the creature’s damage die plus/minus narrative interpretation (and narrative coolness). Usually in 2 point increments. For example, a creature does d8 points of damage normally. First I’ll use the 8 as default damage. If the creature has the drop on the player or the player is in a precarious spot, on a hack slash 7-9 the creature will deal that full 8 points (minus armor). But lets say the player is dropping down on the orc from above, and rolls hack slash 7-9, I’d probably have the orc deal 6 points. Just go with what feels right in the moment. (I will probably start dropping that default damage by 2, so a creature marked as doing d10 does 8 points default damage, and in a bad narrative spot, bump it up to 10 or a good narrative spot, down to 6)

    I don’t even play close attention to creature HP. I just keep in mind about how many hits does it take. 2-4 on average. Rolling 13+ is basically an insta kill on most creatures that aren’t big bads.

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